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  • Python | 7b - Functions | CSNewbs

    Learn how to create and use functions in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 7b - Functions What is a Function? A function is a subroutine that takes one or more values from the main program and returns a value back. For example, transferring over a sphere’s radius from the main program for the function to calculate a surface area and then return that value to the main program. The two key differences between procedures and functions are: A function uses parameters to transfer data from the main program into the function. A function returns a value to the main program. Writing Functions A function is written the same way as a procedure but it uses parameters . In the example below the parameters are num1 and num2 which are sent from the main program to be used in the function . The return command is used to send a value back to the main program . Below is another example of a function that takes the radius of a sphere and works out the area in a separate function . The area is returned to the main program and printed. Subroutines can be reused and called with different parameters . The program below repeatedly takes an integer input and adds it to a total in a function that is then returned and printed. Practice Task Create a program similar to the sphere example above, this time to work out the volume of a cylinder. In the main program ask the user to enter the cylinder's radius and then its height. The actual calculation should be done in a function and returned to the main program. The calculation for a cylinder's volume is: pi x (radius x radius) x height Extension: Use the round command from section 9b to round the number to 2 decimal places. Example solution: Using Subroutines as a Menu Subroutines are often used to split programs up and give users a selection of options . Subroutines are used for this purpose because they are separate , making it easier to code and manage a program . The example below for a simplified online banking system uses separate subroutines accessible within a while true loop . Depending on the option chosen by the user, the appropriate subroutine will be called . Instead of a further practice task here, Task 4 of the Section 7 Practice tasks page challenges you to make a similar program using multiple subroutines. ⬅ 7a - Proced ures Section 7 Practice Tasks ➡

  • Python | 3b - Simple Calculations | CSNewbs

    Learn how to make simple calculations in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 3b - Simple Calculations Simple Calculations in Python You can perform calculations on numbers in Python using the four main operators : print ( 89 + 47) print ( 89 - 47) print ( 89 * 47) print ( 89 / 47) = 136 42 4183 1.8936170212765957 For addition , use the plus sign + To subtract numbers, use the dash symbol – (but not an underscore _ ) For multiplication , use an asterisk * which can be made by pressing Shift and 8 on a typical keyboard. To divide numbers, use a forward slash / (but not a backslash \ ) Use a string and the calculation to make the output user friendly . print ( "53 x 7 =" , 53 * 7) = 53 x 7 = 371 Simple Calculations Task 1 ( + - * /) Print four different simple calculations, using a different operator ( + - * / ) for each. Make the output user friendly by also showing the calculation (not just the answer). Copy the divide symbol here using Ctrl and C : ÷ Example solution: 18 + 35 = 53 18 - 35 = -17 18 x 35 = 630 18 ÷ 35 = 0.5142857142857142 Using Variables in Calculations You can also perform calculations on variables . The example below has the values of the variables pre-written. You need to store the result in a variable . The total variable has been used to store the result of the multiplication. num1 = 12 num2 = 20 total = num1 * num2 print ( "The total is" , total) = The total is 240 The example below allows the user to input values . num1 = int ( input ( "Enter number one: " )) num2 = int ( input ( "Enter number two: " )) total = num1 + num2 print ( "The to ta l is" , total) Enter number one: 21 Enter number two: 82 The total is 103 = Don't leave the user in the dark, better user interfaces are clear and explain what outputted values mean: num1 = int ( input ( "Enter number one: " )) num2 = int ( input ( "Enter number two: " )) answer = nu m1 - num2 print (num1 , "-" , n um2 , "=" , answer) Enter number one: 83 Enter number two: 29 83 - 29 = 54 = Simple Calculations Task 2 ( Divide by 3) Use an input line with int to ask the user to enter a number . Divide the number by 3 and output the result . Example solution: Enter a number: 11 11 divided by 3 is 3.6666666666666665 Simple Calculations Task 3 ( Add 3 Numbers ) Make three input lines using int to ask the user to enter three numbers . Add the numbers together and output the total . Example solution: Enter the first number: 45 Enter the second number: 32 Enter the third number: 19 The total is 96 ⬅ 3a - Data Types Section 3 Practice Tasks ➡

  • 3.6 - Information Systems | Unit 2 | OCR Cambridge Technicals | CSNewbs

    Learn about the differences between open and closed information systems. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification for Unit 2 (Global Information). 3.6 - Information Systems Exam Board: OCR Specification: 2016 - Unit 2 Information systems, such as structured databases , can be defined primarily as either 'open ' or 'closed '. Open Information Systems Closed Information Systems This type of system can interact with other information systems (e.g. another database) to exchange data , even from different platforms (types of computers). Because it is open it is more at risk of data loss and/or hacking. This type of system is private and cannot exchange data with other systems. Access is limited but it is much more secure than an open system. Q uesto's Q uestions 3.6 - Information Systems: 1. Compare and contrast open and closed information systems . [4 ] 3.5 - Data Analysis Tools Topic List 4.1 - UK Legislation

  • 6.6 - Logical Protection | Unit 2 | OCR Cambridge Technicals | CSNewbs

    Learn about the methods of digital protection including antimalware, firewalls and obfuscation. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification for Unit 2 (Global Information). 6.6 - Logical Protection Exam Board: OCR Specification: 2016 - Unit 2 Logical protection refers to using digital methods of security to protect computer systems and data. Usernames & Passwords ****** Anti-Malware Usernames must be matched with a secure password to minimise the chances of unauthorised users accessing a system. Passwords should contain a mix of uppercase and lowercase letters , punctuation and numbers . Passwords should be of a substantial length (at least 8 characters) and should be regularly changed . Anti-virus software scans a system and removes viruses . If left to infect a system a virus could delete data or permit access to unauthorised users . Anti-spyware software removes spyware on an infected system so hackers cannot view personal data or monitor users. Organisations should install and regularly update anti-virus and anti-spyware programs. Firewall Encryption Firewalls prevent unauthorised access to or from a network . Firewalls filter data packets and block anything that is identified as harmful to the computer system or network. Firewalls can also be used to block access to specific websites and programs. A firewall can be in the form of a physical device which is connected to the network, or software installed on a computer system. Encryption is the conversion of data ( plaintext ) into an unreadable format ( ciphertext ) so it cannot be understood if intercepted . Encrypted data can only be understood by an authorised system with a decryption key . There are two types of encryption . Encryption at rest is when data is encrypted while it is being stored on a system or storage drive. Encryption in transit is to secure the data as it being transferred between systems on a network. Tiered Levels of Access Obfuscation ?????? The purpose of tiered levels of access is to grant different types of permission to certain users. Managing levels of file access ensures that only authorised people can access and change certain files . There are different levels of file access : No access Read-only - Allows a user to view but not edit. Read/write - Allows a user to view and edit. Obfuscation is when data is deliberately changed to be unreadable to humans but still understandable by computers . Program code might be obfuscated to stop rival programmers from viewing and stealing it if they were able to access it. Specialist software can be used to obfuscate data and convert it back into a human-readable format. Q uesto's Q uestions 6.6 - Logical Protection: 1a. Describe why usernames and strong passwords are necessary. [2 ] 1b. State 3 rules for choosing a strong password . [3 ] 2. Describe the purpose of anti-virus and anti-spyware software. [4 ] 3. Describe the roles of a firewall . [4 ] 4. Explain what encryption is. What are the two types? [4 ] 5. Why would an organisation use tiered levels of access ? What are the 3 levels of file access ? [5 ] 6. What is obfuscation ? State a scenario in which it would be used. [3 ] 6.5 - Physical Protection Topic List

  • HTML Guide 4 - Hyperlinks | CSNewbs

    Learn how to link to other websites by using the anchor tag. 4. Hyperlinks HTML Guide Watch on YouTube: A hyperlink is a link to another web page . In this section, you will link your page to a real website, like Wikipedia. Hyperlinks require the anchor tags and Copy a URL Firstly you need to copy the full web address of the web page that you would like to link your page to. Choose an appropriate web page that relates to your chosen topic. Create the Anchor Tag 4. Close the start of the tag . 1. Open the start of the tag . 2. Type href (stands for hypertext reference ). 3. Paste the URL inside speech marks . 5. Type the text you want the user to click on . 6. Time to close the tag . When you save your webpage and run it in a browser you will be able to click highlighted text to open the website you have chosen. Add at least three different hyperlinks to your webpage. Try to add the 2nd & 3rd links without looking at this page - practise makes perfect. Add a Hyperlink within a Sentence You can also create an anchor tag within a sentence. Hyperlinks are important to link webpages together. Next is time for adding pictures! Either change one of your previous hyperlinks to be in the middle of a sentence or create a new one. 3. Text Tags HTML Guide 5. Images

  • 3.4 - Stages of Data Analysis | Unit 2 | OCR Cambridge Technicals | CSNewbs

    Learn about each of the 8 stages of data analysis including exactly what should occur at every stage. Based on the 2016 OCR Cambridge Technicals Level 3 IT specification for Unit 2 (Global Information). 3.4 - Stages of Data Analysis Exam Board: OCR Specification: 2016 - Unit 2 Data analysis is the process of identifying and collecting data to be viewed and modelled, in the aim of discovering patterns or trends that can be used for conclusions and decision-making. 1. Identify the need Before anything else can take place, objectives are set for what the data analysis will hope to achieve. Aims must be clear and well defined . For example, an organisation should define what information will be needed and what exactly they want to find out by the end of the process (the purpose of the data analysis). Not clearly defining the required information or purpose could lead to worthless results and a waste of the entire data analysis process. 2. Define the scope In this stage the restrictions of the project are defined. Scope includes factors such as budget , content , detail , timescales (deadlines) and any further constraints . 3. Identify potential sources Project planners must identify a wide range of sources for the potential information, ensuring that it is unbiased and covers the objectives . The specific data will depend on the project but it could include sales figures or customer surveys for example. 4. Source and select information Information is gathered from the identified sources in stage three. Any unsuitable data is excluded so that results are not unreliable as poor quality information can lead to numerous negative consequences . Planners will have to determine the accuracy and reliability of any identified sources and select the best . 5. Select the most appropriate tools There are many different data analysis tools that can be used as part of this sequence; in this stage the most appropriate tool for the project is selected. Examples include methods of presentation such as charts and graphs for a visual representation of data . Regression analysis can also be used - regression is the determining of relationships e.g. if the amount spent on advertising bottled water increases, will consumption increase too or are other factors involved? If there is a link, a business can continue to spend more on advertising if consumption and profit also rises. Trend analysis is another option - this shows patterns over time , for example, bottled water consumption each year over the past decade. 6. Process and analyse data Data has now been collected and can be inputted into software such as spreadsheets or databases to further analyse. Putting collected data into a spreadsheet for example allows for analysis to begin as graphs can be created from the data and any patterns or trends discovered. 7. Record and store information The data has been collected and analysed and now any findings are written into a report . Any patterns, trends or findings can be described with statistical evidence generated from the analysis. 8. Share results A report is worthless if not shared with the stakeholders . Sharing can take different forms such as a typed document posted out to stakeholders, an email with major findings summarised or as a post on a website . Q uesto's Q uestions 3.4 - Stages of Data Analysis: 1. List the 8 stages of data analysis in order. [8 ] 2. A supermarket chain called 'Fresh Food UK' wants to complete data analysis to see which stores across the country have been most profitable in the last year . Explain how Fresh Food UK would use each of the 8 stages of data analysis . [16 ] 3.2 & 3.3 - Information Categories Topic List 3.5 - Data Analysis Tools

  • Python | 8c - Dictionaries | CSNewbs

    Learn how to create and use dictionaries in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 8C - Dictionaries Creating a Dictionary Dictionaries are used in Python to link items of data together . The example on this page uses a footballer dictionary which links a player with a team they played for. To define a dictionary, use curly brackets { } and separate linked data with a colon . A dictionary can be written on one line but the method below makes it easier to read: Printing Data from a Dictionary The first part of the linked data in a dictionary is called the key (e.g. each footballer in my example above). The second part of the linked data in a dictionary is called the value (e.g. each team). Example: key : value "Harry Kane" : "Tottenham Hotspur" A for loop can be used to cycle through each set of keys and values in the dictionary: Practice Task 1 a) Create a dictionary of your teachers and the subject they teach. b) Print their name and the subject they teach on each line. Example solution: Adding and Removing Data from a Dictionary Data can be added to a dictionary by stating the new key and value . You must use square brackets - [ ] The new data will be added to the end of the dictionary. You can print the whole dictionary to see any changes - e.g. print(playerdictionary) Data can be removed from a dictionary by stating the new key to remove in a pop command. You can print the whole dictionary to see any changes - e.g. print(playerdictionary) The whole dictionary can be cleared (reset to blank) using the clear command. Practice Task 2 a) Ask the user to enter a new teacher and their subject. b) Ask the user to remove a teacher. c) Print the list of teachers and check the new teacher has been added and the other one removed. Example solution: Searching Through a Dictionary An if statement can be used to check if a specific key is in a dictionary. If the key is in the dictionary then a message can be displayed using the key and the value . Otherwise, an else statement can output an appropriate response. To search for a value in a dictionary a for loop should be used to cycle through each key . If the value of each key matches the value that is being searched for then it will be printed. Practice Task 3 a) Create a search that allows a user to enter a teacher's name and prints the subject that they teach. b) Include an else statement to print a response if a teacher is not in the dictionary. Example solution: Changing Data & Copying a Dictionary The way to change values is similar to adding new data. The first input below is to determine the key and the second input determines the new value to be changed to. The copy command is used to make a duplicate of a dictionary . Practice Task 4 a) Create a copy of your teacher dictionary. b) Allow the user to enter a teacher and a new subject that they teach. c) Print the copy of the dictionary with the new values. Example solution: Using a Dictionary to Make a Game The code below is used to make a puzzle game where the user has to type in a footballer and the team they played for. I have added comments to explain the different parts of the code. A separate list has been created at the start to store the names of keys (players) that been correctly guessed . A while loop is used to constantly ask the user for players and teams. When they have guessed all 10 players (and the correct list reaches 10 ) the loop breaks and the game end. Instead of a further practice task here, Task 6 of the Section 8 Practice tasks page challenges you to make a similar game using a dictionary. ⬅ 8b - 2D Lists Section 8 Practice Tasks ➡

  • Python | 2a - Inputting Text | CSNewbs

    Learn how to input strings (text) in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 2a - Inputting Text Inputting Text (Strings) in Python A string is a collection of characters (letters, numbers and punctuation) such as: “Wednesday” , “Toy Story 4” or “Boeing 747” . Use the input command to ask a question and let a user input data , which is automatically stored as a string . Variable to save the answer into. Give it a suitable name based on the input. name = input ( "What is your name? " ) = What is your name? Paulina Type your answer directly into the editor and press the Enter key. Statement that is printed to the screen. Leave a space to make the output look clearer. Once an input has been saved into a variable, it can be used for other purposes, such as printing it within a sentence : name = input ( "What is your name? " ) print ( "It is nice to meet you" , name) = What is your name? Jake the Dog It is nice to meet you Jake the Dog Always choose an appropriate variable name when using inputs. colour = input ( "What is your favourite colour? " ) print ( "Your favourite colour is " + colour + "? Mine is yellow." ) = What is your favourite colour? blue Your favourite colour is blue? Mine is yellow. Inputting Text Task 1 ( Holiday) Write an input line to ask the user where they last went on holiday . Write a print line that uses the holiday variable (their answer). Example solution: Where did you last go on holiday? Scotland I hope you had a nice time in Scotland Inputting Text Task 2 ( New Neighbour) Write an input line to ask the user for a title (e.g. Mr, Mrs, Dr). Write another input line for an object . Write a print line that uses both input variables (title and object ). Example solutions: Enter a title: Dr Enter an object: Fridge I think my new neighbour is Dr Fridge Enter a title: Mrs Enter an object: Armchair I think my new neighbour is Mrs Armchair Using a Variable Within an Input To use a variable you have previously assigned a value t o within the input statement you must use + (commas will not work). drink = input ( "What would you like to drink? " ) option = input ( "What would you like with your " + drink + "? " ) print ( "Getting your" , drink , "and" , option , "now...." ) = What would you like to drink? tea What would you like with your tea? biscuits Getting your tea and biscuits now... What would you like to drink? apple juice What would you like with your apple juice? cake Getting your apple juice and cake now... Inputting Text Task 3 ( Name & Game) Ask the user what their name is. Ask the user what their favourite game is. Use their name in the input statement for their game. Print a response with their name and the game they entered. Example solutions: What is your name? Rory Hi Rory, what's your favourite game? Minecraft Rory likes Minecraft? That's nice to know. What is your name? Kayleigh Hi Kayleigh, what's your favourite game? Stardew Valley Kayleigh likes Stardew Valley? That's nice to know. ⬅ Section 1 Practice Ta sks 2b - I nputting Numbers ➡

  • App Inventor 2 | Variables | CSNewbs

    Learn how to use App Inventor 2 to create simple programs. Try to complete tasks 4, 5 and 6 on this page. Perfect for Key Stage 3 students to experiment with block coding, objects and properties. App Inventor Tasks 4, 5 & 6 - Using Variables This page will teach you how to make three simple apps that use variables . These apps will prepare you for the final program - the Pop-up Blob game. App #4 - Button Masher The first app to make is a simple program that counts how many times a button is pressed (but don't press it too much! ) This app will introduce you to using variables in App Inventor. Open App Inventor 2 (use the button below) and create a new project. You will need to log in with a Google account. App Inventor 2 Firstly, grab a button and two labels and place them in the Viewer . Using the Properties tab, you need to make the following changes: Button Text to 'Press Me!' Button Height to 60 pixels and Width to 'Fill parent...' Label 1 Text to 'Number of Presses' Label 2 Text to '0' Both Label 1 and Label 2 Width to 'Fill parent...' Both Label 1 and Label 2 TextAlignment to 'centre : 1' In the Components tab change the component names to be easier to code later. Switch to Blocks layout and drag an initialize global to block into the centre. In the blank space type 'Presses' - this is the name of the variable that will store how many times the button has been pressed. Drag a 0 block from Math. This will set the number of presses to 0 when the app starts. Drag a when ButtonPresses Clicked from the ButtonPresses section and add the necessary code inside. This code increases the variable value of Presses by 1 every time the button is clicked. It also changes the LabelPresses text to display the number of presses. Improve Your App As you will have seen in the video at the top, I programmed the app to go a bit crazy when 35 presses were recorded. In the code below I have shown how to use an if then block to check if the number of presses is 35. If it is then I have made the button invisible - this is an important feature we will use in later programs. Copy this code and add the following features to the then part of the if statement: Set the background colour to black. Change the Label1 Text Colour to white. Change the Label1 Text Size to 40. Change the Label1 Text to 'You broke it...' Program 4 Complete! App #5 - Timer The second app to make is a timer that counts up one second at a time. It also needs a reset button that sets the timer back to 0 again. It will introduce you to the clock component and enabling / disabling components. Open App Inventor 2 (use the button below) and create a new project. You will need to log in with a Google account. App Inventor 2 The code for this program is straightforward; it will take more effort getting the layout right. In the Palette tab, drag a HorizontalArrangement from the Layout section. It will look like an empty grey box at first. Grab a Button as well and place it underneath. Now drag two labels into the grey box and place the second one directly after the first, it may take a few attempts to get them to appear side by side like below: The last component to drag over is Clock (it is in the Sensors section in the Palette tab). It will go into its own section underneath: Change the name of some of the components so that they make more sense. Now to make some changes in the Properties tab. You should know enough by now to work out how to change your components so that it looks like this in your Viewer : Change your layout to Blocks and add the code blocks to the right. This code makes the Label named Seconds update by 1 every second, just like a timer. The code to the left will make the Label named Seconds reset to 0 when the button is pressed. Improve Your App As you will have seen in the video at the top of this task, I added a pause/unpause button that will set the enabled feature of the timer to true or false. You will need to complete the following steps (I've been deliberately vague to make it a challenge - break it down into small steps and use the colours to help you): Add a new button. Add code that, when the new button is clicked , checks if the TimerEnabled is true . If it is, then change TimerEnabled to false . Else change it to true . Now you also need to change the Text of the Button to read either "Pause" or "Unpause" . Program 5 Complete! App #6 - Windy Day The third app to make is an app that blows leaves around your screen. It will introduce you to random numbers, the canvas and coordinates . Open App Inventor 2 (use the button below) and create a new project. You will need to log in with a Google account. App Inventor 2 In the Palette tab, drag a Canvas from the Drawing and Animation section. A Canvas allows sprites (objects) to move around inside of it. In Properties , change the Height and Width of Canvas to 'Fill parent...' for both, so it fills the whole screen. In the Palette tab, drag over five ImageSprites from the Drawing and Animation section and drop them anywhere inside the canvas. Download the leaf picture with all App Inventor images on the basics page here . Upload the leaf image it in the Media tab. In the Components tab change the names of your ImageSprites to be leaf1, leaf 2 etc. For each leaf sprite, in the Properties tab, change the Picture to the leaf you just uploaded and change Height and Width to 30 pixels each. Finally, in the Palette tab, in the Sensors section, drag over a Clock . Your Viewer should look like the image to the left. X axis Y axis 0 300 500 Now for an explanation of coordinates. Each sprite (leaf) has an x coordinate (horizontal) and a y coordinate (vertical). For example, the leaf in the top right would have coordinates of x = 270 and y = 100. Can you work out approximately what the other leaves coordinates would be? What the code blocks below do is randomise the x and y coordinates for leaf1 every second. The word integer means a whole number . Use this code and add to it to make all 5 leaves randomly change coordinates. Improve Your App Add a pause / unpause button, just like in the Timer app that pauses the timer so that the leaves stop blowing (and starts them blowing around again too). Find a nice picture (maybe of a park?) online and upload it in the Media tab. Set this as the Canvas BackgroundImage . Add an audio file of some whooshing (why not record it yourself?). Program 6 Complete! Task 7 KS3 Home

  • Python | 3a - Data Types | CSNewbs

    Learn about the different data types used in Python. Try practice tasks and learn through text and images. Perfect for students learning GCSE Computer Science in UK schools. top Python 3a - Data Types Data Types in Python If you are a Computer Science student you need to know about the different data types that are used in programming. String – A sequence of alphanumeric characters (e.g. “Hello!” or “Toy Story 4” or “Boeing 747” ) Integer – A whole number (e.g. 1470 or 0 or -34) Float (also called Real ) – A decimal number (e.g. -32.12 or 3.14) Boolean – A logical operation (True or False) Character – A single alphanumeric character (e.g. “a” or “6” or “?”) [ Not used in Python as it would just be a string with a length of 1] Converting to Another Data Type Converting a variable from one data type to another is called casting . Casting Commands str (variable_name) converts a variable to a string . int (variable_name) converts a variable to a integer . float (variable_name) converts a variable to a float (decimal number). An integer (or float ) value may be cast into a string so that it can be used with + as part of a sentence to avoid spaces . total = 45 print ( "You owe £" , total , "in total." ) print ( "You owe £" + str (total) , "in total." ) = You owe £ 45 in total. You owe £45 in total. When dividing an integer the answer is automatically given as a decimal number (float ), even if it is .0 (e.g. 10 / 2 would give 5.0). Casting a float (also known as real) number into an integer using int() will remove the decimal . total = 100/10 print ( "The answer is" , total ) print ( "The answer is" , int(total) ) The answer is 10.0 The answer is 10 = Data Types Task 1 ( Time) Write an input line with int to ask the current hour . Write another input line with int to ask the current minute . Write a print line with str() that outputs this as a clock time. Example solution: What is the hour? 12 What is the minute? 44 The time is 12:44 Data Types Task 2 ( Decimal ) Write an input line with int to ask for any number . Use float() in a print line to output number as a decimal. Example solution: Enter any number: 456 456.0 ⬅ Section 2 Practice Tasks 3b - Simple Calculations ➡

  • 1.2 - Types of Processor | OCR A-Level | CSNewbs

    Learn about the differences between CISC and RISC processors, GPUs and multicore and parallel systems. Based on the OCR H446 Computer Science A-Level specification. Exam Board: OCR A-Level 1.2 - Types of Processor Specification: Computer Science H446 Watch on YouTube : CISC and RISC GPUs Multicore & parallel systems Instruction Sets An instruction set is the complete list of machine code instructions a CPU is designed to execute as part of the FDE cycle . CISC (Complex Instruction Set Computer ) CPUs have a large set of complex instructions , so tasks can be achieved in fewer lines of code , but some instructions take multiple clock cycles . RISC (Reduced Instruction Set Computer ) CPUs use a smaller set of simple instructions , each designed to execute in a single clock cycle , making execution faster but sometimes requiring more instructions overall . GPUs A GPU (Graphics Processing Unit ) is a co-processor with thousands of smaller cores designed for parallel processing . This is in contrast to the CPU , which has fewer but more powerful cores . GPUs are used for rendering images , animations and video for fast , realistic graphics in games and multimedia . Because of their ability to handle many calculations at once , GPUs are widely used for non-graphical purposes too, such as machine learning , scientific simulations , data analysis and cryptocurrency mining . Multicore & Parallel Systems A multicore processor has multiple independent cores on a single CPU chip . Each core can carry out its own FDE cycle , so tasks can be split up , enabling multitasking and faster processing . However, only software designed to use multiple cores will benefit from this increased performance . A parallel system uses multiple processors (or cores ) working together on the same problem at the same time . This may involve multiple cores within one CPU or multiple CPUs in a single machine . Parallel processing greatly improves performance for tasks that can be divided into smaller sub-tasks , such as simulations and graphics rendering . However, some problems cannot be parallelised because they must be executed sequentially . Q uesto's K ey T erms Instruction Sets: instruction set, complex instruction set computer (CISC) , reduced instruction set computer (RISC) GPUs: graphics processing unit (GPU) Multicore Systems: multicore systems, parallel processing D id Y ou K now? Sony coined the term ' GPU ' for the PlayStation (1994), making it one of the first home consoles with a dedicated graphics processor . The term was later popularised further by NVIDIA in 1999 with the GeForce 256 . 1.1 - The Processor A-Level Topics 1.3 - Input, Output & Storage

  • Greenfoot Guide #5 | Play Sounds | CSNewbs

    Learn how to play sound files in Greenfoot. Part 5 of the Greenfoot Tutorial for the Eduqas / WJEC GCSE 2016 specification. 5. Play Sounds 1. Check the Sounds Folder Greenfoot Tutorial Sound files must be placed the ' sounds ' folder of your Greenfoot project to be used in the game. In the Component 2 exam of the WJEC / Eduqas 2016 specification , an audio file will be placed in the sounds folder already . For this example game you can download the audio clips to the right and paste them into your sounds folder . Watch on YouTube: Click the audio icon to download a zip folder of the two sound files below . Copy the files into the sounds folder of your Greenfoot project . < Part 4 - Remove Objects 2. Add the playSound Method Add the code to play the sound at the same time as when the collectible object is removed . The name of the file and its extension (e.g. .wav or .mp3 ) must be written in speech marks after the playSound method. Part 6 - The Counter >

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